/// /** * Phaser - GameObjectFactory * * A quick way to create new world objects and add existing objects to the current world. */ module Phaser { export class GameObjectFactory { /** * GameObjectFactory constructor * @param game {Game} A reference to the current Game. */ constructor(game: Phaser.Game) { this._game = game; this._world = this._game.world; } /** * Local private reference to Game */ private _game: Phaser.Game; /** * Local private reference to World */ private _world: Phaser.World; /** * Create a new camera with specific position and size. * * @param x {number} X position of the new camera. * @param y {number} Y position of the new camera. * @param width {number} Width of the new camera. * @param height {number} Height of the new camera. * @returns {Camera} The newly created camera object. */ public camera(x: number, y: number, width: number, height: number): Camera { return this._world.createCamera(x, y, width, height); } /** * Create a new GeomSprite with specific position. * * @param x {number} X position of the new geom sprite. * @param y {number} Y position of the new geom sprite. * @returns {GeomSprite} The newly created geom sprite object. */ public geomSprite(x: number, y: number): GeomSprite { return this._world.createGeomSprite(x, y); } /** * Create a new Sprite with specific position and sprite sheet key. * * @param x {number} X position of the new sprite. * @param y {number} Y position of the new sprite. * @param key {string} Optional, key for the sprite sheet you want it to use. * @returns {Sprite} The newly created sprite object. */ public sprite(x: number, y: number, key?: string = ''): Sprite { return this._world.createSprite(x, y, key); } /** * Create a new DynamicTexture with specific size. * * @param width {number} Width of the texture. * @param height {number} Height of the texture. * @returns {DynamicTexture} The newly created dynamic texture object. */ public dynamicTexture(width: number, height: number): DynamicTexture { return this._world.createDynamicTexture(width, height); } /** * Create a new object container. * * @param maxSize {number} Optional, capacity of this group. * @returns {Group} The newly created group. */ public group(maxSize?: number = 0): Group { return this._world.createGroup(maxSize); } /** * Create a new Particle. * * @return {Particle} The newly created particle object. */ public particle(): Particle { return this._world.createParticle(); } /** * Create a new Emitter. * * @param x {number} Optional, x position of the emitter. * @param y {number} Optional, y position of the emitter. * @param size {number} Optional, size of this emitter. * @return {Emitter} The newly created emitter object. */ public emitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter { return this._world.createEmitter(x, y, size); } /** * Create a new ScrollZone object with image key, position and size. * * @param key {string} Key to a image you wish this object to use. * @param x {number} X position of this object. * @param y {number} Y position of this object. * @param width number} Width of this object. * @param height {number} Height of this object. * @returns {ScrollZone} The newly created scroll zone object. */ public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone { return this._world.createScrollZone(key, x, y, width, height); } /** * Create a new Tilemap. * * @param key {string} Key for tileset image. * @param mapData {string} Data of this tilemap. * @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON) * @param [resizeWorld] {boolean} resize the world to make same as tilemap? * @param [tileWidth] {number} width of each tile. * @param [tileHeight] {number} height of each tile. * @return {Tilemap} The newly created tilemap object. */ public tilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap { return this._world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight); } /** * Create a tween object for a specific object. * * @param obj Object you wish the tween will affect. * @return {Phaser.Tween} The newly created tween object. */ public tween(obj): Tween { return this._game.tweens.create(obj); } /** * Add an existing Sprite to the current world. * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. * * @param sprite The Sprite to add to the Game World * @return {Phaser.Sprite} The Sprite object */ public existingSprite(sprite: Sprite): Sprite { return this._world.group.add(sprite); } /** * Add an existing GeomSprite to the current world. * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. * * @param sprite The GeomSprite to add to the Game World * @return {Phaser.GeomSprite} The GeomSprite object */ public existingGeomSprite(sprite: GeomSprite): GeomSprite { return this._world.group.add(sprite); } /** * Add an existing Emitter to the current world. * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. * * @param emitter The Emitter to add to the Game World * @return {Phaser.Emitter} The Emitter object */ public existingEmitter(emitter: Emitter): Emitter { return this._world.group.add(emitter); } /** * Add an existing ScrollZone to the current world. * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. * * @param scrollZone The ScrollZone to add to the Game World * @return {Phaser.ScrollZone} The ScrollZone object */ public existingScrollZone(scrollZone: ScrollZone): ScrollZone { return this._world.group.add(scrollZone); } /** * Add an existing Tilemap to the current world. * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. * * @param tilemap The Tilemap to add to the Game World * @return {Phaser.Tilemap} The Tilemap object */ public existingTilemap(tilemap: Tilemap): Tilemap { return this._world.group.add(tilemap); } /** * Add an existing Tween to the current world. * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. * * @param tween The Tween to add to the Game World * @return {Phaser.Tween} The Tween object */ public existingTween(tween: Tween): Tween { return this._game.tweens.add(tween); } } }